Codemasters’(,
GENIUS AT PLAY”
BESTSELLERS BESTSELLERS BESTSELLERS
PlayStation.
Precautions
* This disc contains software for the PlayStation® home video game console. Never use this disc on any other machine, as it could
damage it. * This disc conforms to PlayStation® specifications for the European market only. It cannot be used on foreign-specifi-
cation versions of PlayStation®. * Read the PlayStation® Instruction Manual carefully to ensure correct usage. * When inserting
this disc in the PlayStation®, always place it label side up. * When handling the disc, do not touch the surface. Hold it by the edge.
* Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft cloth. * Do not leave the
disc near heat sources or in direct sunlight or excessive moisture. * Never attempt to use a cracked or warped disc, or one that has
been repaired with adhesives, as this could lead to operating errors.
Health Warning
For your health, rest about 15 minutes for each hour of play. Avoid playing when tired or suffering from lack of sleep. Always play in a
brightly lighted room, and stay as far from the television screen as possible. Some people experience epileptic seizures when viewing
flashing lights or patterns in our daily environment. These persons may experience seizures while watching TV pictures or playing
video games. Even players who have never had any seizures may nonetheless have an undetected epileptic condition. Consult your
doctor before playing video games if you have an epileptic condition or immediately should you experience any of the following symp-
toms during play: dizziness, altered vision, muscle twitching, other involuntary movements, loss of awareness of your surroundings,
mental confusion, and / or convulsions.
PIRACY
The unauthorised reproduction of all or any game part of this product and the unauthorised use of registered trademarks are likely to
constitute a criminal offence. PIRACY harms Consumers as well as legitimate Developers, Publishers and Retailers. If you suspect
this game product is an unauthorised copy, or have any other information about pirate product, please call your local Customer
Service number given at the back of this Manual.
See back page of this manual for Customer Service Nos. and Games Hotline Nos. |
© 1999 Jester Interactive and The Codemasters Software Company Limited. ("Codemasters") All Rights Reserved. "Codemasters"® is a registered trademark
of Codemasters Limited, For home use only. Unauthorised copying, adaption, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission,
public performance, distribution or extraction of this product or any trademark or copyright work that forms part of this product are prohibited
Developed by Jester Interactive. Published by Codemasters. Private and domestic use only.
"Where's Jack The Ripper" composed by Grooverider, Written by Ray Bingham, Published by Clevertogs Limited/Chrysalis Music Limited
"Double Flash" composed by Leftfield, Written by Neil Barnes and Paul Daley, Published by Hard (UK) Hands Publishing Limited / Chrysalis Music Limited
All rights of the producer and of the owner of the compositions reproduced in Music 2000 are reserved. Unauthorised copying,rental, lending, public access or
access for fee, public performance or display, printing off, broadcasting, networking and cable transmission or supply OF THE COMPOSITIONS is prohibited
Memory Card _) | ° —_|Multi Tap Adaptable Mouse
1~15 blocks | 1-4 Players Cy’|_ Compatible
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SLES-02224
Please read before using this product
Some people are susceptible to epileptic
seizures or loss of consciousness when
exposed to certain flashing lights or light
patterns in everyday life.
Such people may have a seizure whilst
watching television images or playing
certain video games. This may happen even
if the person has no medical history of
epilepsy or has never had any epileptic
seizures.
If you or anyone in your family has ever had
symptoms related to epilepsy (seizures or
loss of consciousness) when exposed to
flashing lights, consult your doctor prior to
using this product.
EPILEPSY WARNING We advise that parents should monitor the
use of video games by their children. If you
or your child experience any of the following
symptoms: dizziness, blurred vision, eye or
muscle twitches, loss of consciousness,
disorientation, any involuntary movement or
convulsion, while playing a video game,
immediately discontinue use and consult
your doctor.
Precautions to take whilst using this product
¢ Don't sit too close to the television
screen. Make sure you are a good
distance away.
¢ Preferably play the product ona
small screen.
¢ Avoid using if you are tired or have
not had much sleep.
¢ Make sure that the room in which
you are playing is well lit.
¢ Rest for at least 10 to 15 minutes
each hour that you play a video game.
i ROYALTY-FREE LICENCE
rriWSla
—{ejo(og
You are entitled to a world-wide royalty-free
licence to make, use, sell, distribute and
publish any works that you create with
music 2000" or using any audio or
video components of Music 2000"
provided that any such works are clearly
marked on the media or packaging with the
above MUSIC 2000" logo and that you
have posted to us acknowledgement of your
intended use.
This acknowledgement should be in the form
of brief details about the works you have cre-
ated and contact information and should be
posted to:
music 2000" Registration Dept., P.O.
Box 6, Leamington Spa, Warwickshire, UK.
This licence does not include the right to use
any recordings or components of ‘Music
2000” in any commercial music or video
creation product. No licence is granted in
respect of the original compositions by
Grooverider and Leftfield.
TUTORIAL
Congratulations and thank you for buying
music 2000". i
You don't need to try and digest the whole manu-
al now, but we suggest that you read through this
Tutorial section. In this section, you'll find details
on the on-line help, as well as the new menu sys-
tem. Together, these features should allow you to
navigate through Music 2000" with ease.
Getting Started
Do not insert or remove peripherals whilst the
Console is turned on.
Please ensure there are sufficient free blocks on
your MEMORY CARD before commencing play
Loading and playing a demo song.
music 2000" comes with several
demonstration songs. These give you an exam-
ple of the diverse range of music you can make,
and also allow you edit, remix and examine the
tracks, which have been written by a number of
different musicians. All these songs also contain
a full video, which you can edit and examine.
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Right, so how do you play one of these demo
songs? Firstly, a quick guideline - throughout
music 2000", the X button carries out an
action, the A button takes you back to a
previous menu, and the O button gives you a full
menu of choices.
Once you have started music 2000" and
chosen your language, you will find yourself on
the main track screen. Press the A button to
move onto the top menu. Here you can choose
between the different modes in this product.
Move right until the ‘Load and Save’ option is
flashing. Press the X button to go into the Load
and Save’ screen. Here you will see all the
songs/videos that are supplied on the disc. Move
over one of the songs, and press the X button to
select the track, and then again to load it in.
Press the X button again to load in both the video
and the music.
Once the song is loaded press the X
button to acknowledge that the file has loaded
OK then press the A button to return to the top
menu, and select the ‘Song Track’ option. You
will now see the song on the screen. Press the
START button to play the song. The START but-
ton will also stop the song playing. To watch the
video as well, go back to the top menu, choose
Video Track’ and again press the START button
to play the song. You will see the video playing
in a box on the screen, but you can make it fill
the whole screen by pressing the @ button.
Pressing the button again will return the
video to the normal size.
You can repeat this process to play any of the
demonstration songs.
Creating your own new song
Firstly you need to make sure that you don't have
a song or video loaded in. If you have just turned
on your Console, you will be alright, but if you
have loaded in any of the demonstration songs,
you will need to clear the music and video. To do
this, go to the top menu (using the A button) and
select the ‘Options’ menu. Then select ‘Clear
All’ to delete all music and video so we can start
from a blank canvas. Go back to the top menu,
and select the main ‘Song Track’ option.
Making a song is very simple. Press the O button,
and you will see a menu appear. Choose the ‘Riff
library’ option (note that there is a shortcut to this
option displayed in the menu, which you can use
later to save you time. The particular shortcut is
the El button). You can now use the up and down
Directional buttons to move up and down each
list of riffs, and you can use the left and right
Directional buttons to change the section you are
in. If you keep going to the right, you will see there
are lots of different sections, split into Beat, Drum n
Bass, House, Rock, Techno and Trance.
Tip: Jump to the next genre by holding down the
SELECT button and moving left or right.
Press the START button to listen to any of these
riffs. If you'd like to put one into your song, then
press the X button.
You can now place the riff you've chosen into your
song. Move around the screen with the Directional
buttons, and press the X button to place the riff
wherever you want I'd suggest putting it onto track
1 (at the top left hand side of the screen). Note that
you can put it down as many times as you want. If
you make a mistake, press the D0 button to delete it.
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To play your song, hold the left Directional
button down until you are at the left hand edge
of your song, and then press the START button.
When the timer reaches your riffs you will
hear them play. Press the START button again
to stop the track playing.
You can now repeat this process, pressing the
button as a quick shortcut to go into the
library. Try putting a bass-line down first, and
then a drumloop underneath it, and then a
melody. You're making music!
Getting started in Music Jam mode.
Music Jam allows 1-4 players to ‘jam’ together.
For more than two players, you will need a Multi
Tap.
Each player selects a template, which is a set of
riffs, one for each button on his Controller. You can
play a riff by holding a button down. If you want to
loop any of the riffs (all the riffs on the X, O,O and
A buttons are designed for this), you can press the
START button at the same time as the button you
want to loop. Let go of the buttons, and the riff will
loop indefinitely, in time with all the other music.
To stop a loop, just press the button again.
The samples on the &, ©, Gl and & buttons are
designed for tapping and holding down.
The Directional buttons affect the different
samples - left and right stop the main loops and
play an instrumental break, up and down alter
the volume. If the up and down Directional
buttons are pressed when a @, ©, I or @
button is held down (in normal mode) it will alter
the volume of the sample up or down. If the left
and right Directional buttons are pressed when
a 1, ©, I or & button is held down it will alter
the pitch of the sample up or down an octave.
Any player can load in a different template at
any point, whilst the other players are still play-
ing. Use the SELECT button to bring up the
menu. You can also alter the sounds for any indi-
vidual button (you can even load up your own
riffs), or choose ‘cycle button sounds’ to rotate
all the players clockwise, so that everyone gets
the sounds from one of the other players.
FULL MANUAL
Important Information
¢ Please note that if you save a jam session using
your own riffs, you must load back in both the
riffs and the jam session. Failure to do this will
cause problems.
¢ Also, please avoid recording jam sessions using
riffs that you have created using the sample editor.
Such sessions will not load into the product.
* Please do not continue to insert files into a song
once you have noticed the memory has run out.
This may lead to problems.
¢ Further instructions on items such as
loading/saving can be found in the on-line help
sections within the product.
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fol 883833
Language selection
The first screen you will see after watching the
Codemasters / Jester Interactive logos is the
language selection screen. Here you can choose
between the different languages offered in
music 2000". Choose wisely, or things may
get a little hard to understand. Use the left and right
Directional buttons to move between the options,
and press the X button to select a language.
The main screen layout
At the top left of the screen, you will see the
six main menu icons, which are :
Song Track: This is where you create
and play songs
(ms Video Track: This is where you create
and play videos
c% Music Jam: This is where you can jam
with 1-4 players
Load and Save: Use this to load and
save songs and information
CD Player: This lets you play audio
CDs, and also record samples from them
Options: This allows you to clear
songs and videos, as well as giving you
information on the current song / video
At the top centre of the screen is a small box
which tells you the current tempo (beats per
minute) of your song, as well as a graphical
display of which beat is currently being played.
The top right part of the screen tells you the
name of the currently loaded song, along
with the current position within the song (in
number of bars). It also shows you the length
of your song (in hours, minutes and
seconds), and below this the current time
within the song. On the right hand side of this
box are four coloured bars. These give you
details on the memory usage of your Console
as follows :
Bar 1 (Blue): this is the amount of
sound memory taken by the currently
loaded samples, if you reach the top
you have filled the allocated space.
Bar 2 (Light Blue): This is the amount
of Console memory used by song
and video data
Bar 3 (Red): This is the amount of
video memory used by the loaded clips
Bar 4 (Pink): This tells you if there is
enough room on your MEMORY CARD
to save your song / video
There is an information line below the menu
icons, which displays information on the
current screen and action.
Most of the screen is taken up with the song track
display. There are 24 channels which run verti-
cally. If you hold the down button, you will scroll
through the channels. Each channel is 999 bars
long (more than enough for even the longest of
songs), and is split into boxes. Each box repre-
sents a bar of your song, and every four bars
there is a light blue box to represent the start of
each four bar section. There are scroll bars on
the right hand side and also below the main track
display, which show whereabouts within the
screen you are. Under the track display are num-
bers which display the bar number of each bar on
the screen. As you may have guessed, time
moves horizontally. The start of your song is atthe
left hand side of the screen, and as your song
plays, the song will move to the right.
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Controls in) Mouse Movement
Ke) >) Move cursor around the
: tet screen / menus
You can use either a Digital Controller to ©
move around the screen, or a Mouse. Display the menu
for this screen
Shortcut buttons
(you don’t need to use these, but they provide
instant access to certain functions)
Go back
to the
previous
menu
————* Action/ place a riff
Display the alii
menu for
this screen
+e Action /
place a riff
‘Shortcut for
editing areas Delete
aiff When you insert a Mouse into a
Controller port, a mouse pointer will automat-
ically appear, which you can then control
using the mouse. You can use a Mouse anda
Controller at the same time.
Move around the
screen / menus Audition a riff
or play song
Online Help
Wherever you are within music 2000",
you can press the O button (or right mouse
button) to display a menu. This menu will
show you all the different options you have at
the current point. You then simply move up
and down the menu, and choose the option
you want.
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If you would like some more information about
any of the options within a menu, move down
to the ‘Help’ option at the bottom of every
menu. Clicking on this will allow you to
choose which item you'd like help on. Click
whichever option you want, and it will display
a full description of what the option does. This
is a great way of learning about the more
advanced features of music 2000".
Redo / Undo
lf you accidentally make a mistake, and per-
form an action you didn’t want to do, most
menus have an ‘Undo’ option. Selecting
‘Undo’ will reverse the last action you made.
If you then decide that you did want to perform
the action, you can click on the ‘Redo’ option,
which will reverse the ‘Undo’ option.
Volume
Underneath the 24 channels are four more
channels, each of which has a specific
function. The first is the volume channel. The
very first bar here can be used to set the
volume for the entire song. Clicking on this
bar will allow you to choose the initial
volume (at the start of your song), and the
final volume (at the end of your song). This
allows you to fade your song up or down. If
you just want to alter the volume throughout
your song, change the start/end volume.
psig
If you click on any bar other than the first,
you will then be asked to select a range of
bars, and again you can alter the start and
end volumes for your selection. For example,
if you wanted to fade out your song over the
last four bars, move to the fourth bar from the
end, press the X button, move to the final bar
(doing this causes the final four bars to be
selected) and press the X button again. You
can then set the start volume to 100, and the
end volume to 0. Your song will then fade out
over the last four bars.
Reverb
Gout
Underneath the volume channel is the reverb
channel. Reverb is an effect which is similar
to clapping your hands in a large hall - the
sound seems to hang in the air for a while,
and this is the kind of effect that you can
alter here.
The first bar allows you to set the reverb
setting for the entire song. You can change
the type of reverb to any of the following
standard settings : Room, Studio A, Studio B,
Studio C, Hall, Space, Echo, Delay and Pipe.
For each reverb type, you can alter the
depth, delay and feedback rate.
If you want the reverb to alter over a number
of bars, click on the first bar, and then move
over and click on the last bar of the
sequence. You can then set the depth, delay
and feedback settings for both the start of
the sequence, and for the end of the
sequence. These will then automatically
change as the sequence plays.
BPM
Underneath the reverb channel is the BPM
channel. This allows you to set the tempo
(number of beats per minute) of your song.
The first bar allows you to set the tempo for
the entire song. If you want a constant
tempo, alter the start/end setting. Otherwise,
you can get the song to speed up or slow
down by changing the start and end tempos.
If you want your song to speed up or slow
down over a number of bars, you can select
the first bar, select the final bar, and then set
the start and end tempos.
0.
Transpose Key
The track at the very bottom is the transpose
key track. This is a really useful track that
allows you to change the key of all the music.
To use it, select the bar you want to
transpose, and then choose the key you want.
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Most of the standard riffs are in the key of 'C’,
so a very simple key change is to cycle
repeatedly between C, F, G and then F again.
If you don't want to alter the default key,
choose the icon on the left. You can also
specify whether you want the key to be
changed into a minor or major key. Select
‘None’ if you want to leave the minor/major
notes as they were by default. Please note
that you need to select the key to transpose
to before placing the riffs into that bar.
World View
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If you go to the menu from the song track
screen, and choose ‘World View’ you will be
able to see all 24 channels on the screen at
once, as well as 50 bars as opposed to the
standard 18. This can be very useful to get an
overall view of your entire track, and to see
how it is working. To get back to the normal
view, go to the menu, and select ‘Cancel
World View’.
MAKING A SONG USING RIFFS
Introduction
Making a song using the riff library is very
easy, essentially placing musical building
blocks together. There are so many different
riffs in the library, and so many different
combinations, that you may well never want
to try out anything other than this section.
The riff library
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There are over 1000 different ‘riffs’ which are
split into different musical styles and
sections. There are two ways of going into
the riff library from the standard song track
screen - either via the menu (press the O
button, and then choose ‘Riff library’) or
using the shortcut, which is the & button.
Within the riff library, the top word is the
style of music (Beat, Drum’n’Bass, House
etc) and below that you can see the type of
riff (Bass lines, Drum loops, Melody etc..).
Moving left and right will change the type of
riff. If you keep moving in one direction, you
will move into a different style of music, and
eventually you will get back to where you
started. Moving up and down will allow you
to see all the different riffs within a section.
If you want to hear (audition) a riff, simply
press the START button, and it will
demonstrate the riff for you. If you are happy
with a riff, and want to place it into your
song, press the X button to load it in.
Placing a riff into your song
Once you have loaded a riff in, you will find your-
self back on the song track screen. You can
move around the screen, and press the X button
to place a riff into your song. Note that riffs can
be between 1 and 8 bars long, and also some of
the more complicated riffs can use several
channels. Therefore, if at any point, you can't
place your currently chosen riff into the song, it
may be that it doesn't fit at the current point.
Move to a different place and try again. With a
little bit of practice, you will see how this works.
You can place any riff in any position. Placing
two identical riffs next to each other horizontally
will cause the riff to play twice in succession,
and placing two identical riffs underneath each
other will play the riff twice as loud.
Playing the current song
You can press the START button to play the
song from the current point. The START
button also stops a song playing. If you want
to hear the song right from the start, hold the
left Directional button down until you reach
the start of the song, and then press the
START button to play it. You can also ‘Go to
song start’ and ‘Go to song end’ via this menu.
Deleting riffs
If you want to delete a riff, simply move over
its icon, and press the O button.
Copying and pasting riffs
MSR 2080 TIlE
You can copy and move an area of any size -
from just one bar, to a large block of bars.
Firstly, move to the top left hand corner of the
area you want to select.
You can select an area in one of two ways.
Either press the O button to bring up a menu,
and choose ‘Area Selection’, or press the
SELECT button, which is a shortcut. Now
move to the bottom right hand corner of the
area you want. Pressing the O button will
now bring up the menu. You can choose to
copy the area (leave the original selection
there, and place a copy somewhere else),
cut the area (delete the original selection,
and place it somewhere else), or join riffs
(which allows you to merge a number of riffs
into one big riff).
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If you have chosen to Cut or Copy, you can
then move the selection box to wherever you
want to place your selection, and press the
X button to place it.
Changing the volume of riffs
To change the volume of a riff, move over the
riff you want to change, and choose ‘Change
riff volume’ from the menu. To alter the
volume throughout the riff, change the
start/end section. Otherwise, you can set the
start and end volumes in order to make the riff
get louder or quieter. The maximum volume of
a riff is 100. If the riff still isn’t loud enough,
either lower the volume of other riffs in your
song, or place an identical copy of the riff
below it. This will instantly double the volume.
Riff palette
Once you have used a riff once in your song,
it will be placed into your Riff palette. You can
bring this up by pressing the & button, or by
choosing ‘Riff Palette’ from the menu. This
makes it quick and easy to find a riff that you
have already used. If you create your own
riffs, they are also placed here.
CREATING YOUR OWN RIFFS |
Introduction
mUSic 2000" gives you the facility to
create your own riffs, note by note. There are
over 2000 individual instrument samples for
you to use (each one of which has been
recorded three times, at different levels of
quality). You can also record samples from
any audio CD, which you can also use
instead of a standard sample (see section 4).
Starting a blank riff
On the Song Track screen, either press the
button, or go to the menu and choose ‘Riff
Editor’. You will then be able to move left and
right to decide how long you want your riff to
be - as little as 1 bar, or as many as 8 bars.
You can also decide how many channels you
want your riff to use. For most tunes and
bass-lines, you will only need one, but if you
want two notes to play at the same time, you
will need to use two channels, and so on.
The maximum number of channels you can
use in one riff is twelve. Once you are happy
with the size of your riff, press the X button
to enter the riff editor.
You will see a screen which isn’t as
complicated as it may look ! On the left hand
side are the numbers 1 to 6, which represent
octaves of a keyboard. The current octave is
highlighted. Next to these numbers are a
representation of the keys of a piano. It is
essentially a piano on it's side which is six
octaves long. In a similar way to the standard
song track screen, time goes from left to
right. Don’t worry about the icons on the right
hand side of the screen for now - they
provide lots of advanced effects which you
won't need to use at the moment.
At the bottom of the screen are the channel
numbers. Most of the time, you will only use
one channel, but if you are making more
complicated multi-channel riffs, the
currently selected channel will be
highlighted.
There are a vast number of different
instruments which you can choose from. You
can either press the I button to go straight into
the sample library, or else press the O button to
enter the menu, and choose ‘Sample library’.
This works in a very similar way to the riff library.
Move left and right to change the type of sam-
ple, and then up and down to see all the samples
within a particular section. The START button
demos a sample, and once you are happy with
a sound, you can choose to load a sample at
one of three different rates. A sample rate
affects the quality of the sample - 11 kHz is the
lowest quality, and 44 kHz is the highest
quality. However, using a high quality sample
takes up more memory, so if you are making a
complicated song, you won't want to use 44 kHz
samples all the time, as this may result in you hit-
ting the limits of memory, and not being able add
any new samples. You might find it easier to use
22 kHz for everything, which provides a good
balance between quality and memory use.
Putting them into the loaded sample list
Once you have chosen a sample rate to load
in, you will be shown a list of all the samples
you currently have loaded in. If you have
used any standard riffs in your song, the
samples used will be in here already. Choose
a blank slot for your sample, and press the X
button. Note that you can replace existing
samples with the new sample you have just
chosen. For example, if you don't like the
current bass sample, find a new bass
sample, and replace the current one in the
sample list.
Recording
There are two ways to record a riff;
step-time, and real-time. In step time, you
place the notes wherever you like, and then
press the START button to hear the riff.
Step-time record
Use the Directional buttons to move around
the riff, and place the instrument with the x
button. Move up and down to alter the pitch
of the sample, and if you move up past the
highest note of the keyboard and return to
your original position at the bottom you have
risen a whole octave. Similarly, moving down
when you are at the bottom of the riff will
decrease the octave. Moving left and right
alters the timing of the note.
The lighter coloured squares show each
beat of each bar (there are four beats in a
bar). The best way to understand step-time
recording is to place a few notes in at differ-
ent places, move to the left hand side, and
press the START button to play the riff. If you
make a mistake, you can press the 0 button
to delete a note, and holding down the
button whilst moving right, makes the note
hold for a longer amount of time.
Real-time record
If you would rather use your own rhythm to tap
the notes in, choose ‘Realtime recording’ from
the menu. Move up and down to alter the pitch
of a note, and then press the X button at the
right time to enter a note there. If you make a
mistake, you can press the O button to delete a
note. Pressing the @ button will allow you to
practice your timing and pitch without actually
entering the note into your riff. You can stop
real-time record by pressing the START button.
Note parameters
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For each note, you can alter any of the note
parameters. A word of caution - these are
not for beginners. Don’t think about using
these until you are confident with the riff
editor. There are two ways of entering the
note parameters section - either pressing the
button, or selecting ‘Note Parameters’
from the menu while highlighting the note
you wish to edit.
Note muting
You can use this to mute (silence) a note. When
the icon is red, the note has been muted.
Note pitch-bend
This applies pitch-bend to the note. You can
use this to bend the pitch between two notes.
AM Channel (Low Frequency Oscillator)
This is a very advanced effect. When you
choose this, a new channel will be created.
Anything you place into this new channel will
not be played as normal. Instead, the volume
of whatever is placed in the new channel will
directly alter the pitch of whatever is placed
in the current channel. Try it and see!
Note volume
This allows you to alter the volume of the note.
Note repeat
This allows you to repeat a note very quickly,
allowing you eight subdivisions within one of
the blocks. Move left and right to change the
subdivision, and move up and down to alter
the status. A yellow block means that the
note will play with reverb, a red block means
the note will play without reverb, and a black
block means that the note won't play.
Note vibrato
There are two settings for the vibrato of a
note (the wobbling in pitch of a note). The
first is the vibrato depth, and the second is
the vibrato speed. These control respective-
ly the amount and the speed of the wobble.
Note sample start
This controls the start point of where a
sample starts playing from. For example, if
you have a vocal sample that says ‘coming
soon’, you can alter the start point so that the
sample just says ‘soon’. Use of this can
create some fantastic new effects from
existing samples.
Note effect
There are a large number of different effects
that you can use on a note to make it sound a
little different. Choose the effect you want from
this menu. The best way to understand the dif-
ference between the effects is to try them all. If
you don’t want an effect, choose ‘None’.
Envelopes
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Note volume envelope
This is a very advanced feature which lets you
manually alter the volume envelope of a sam-
ple. On the graph, time goes from left to right,
and the vertical scale is the volume. Therefore,
you could make the sound start really loud and
then tail off, or start quietly and then get louder.
Use the menu to choose from a number of
default envelope shapes, or hold the X button
down to alter the position of any of the points.
You can also add and delete points from the
graph, again using the menu. As will all of the
parameters, any changes you make will be
saved with your song.
Note pan envelope
This is another advanced feature that allows
you to alter the stereo position of a sample.
Time goes from left to right on the graph, and
the stereo position runs vertically. Again, you
can use the menu to choose from a number
of default settings, or else create your own.
Note pitch envelope
The final parameter allows you to alter the
pitch envelope of the sample. Time goes from
left to right, and the pitch runs vertically.
Again, there are a number of default settings
for you to try out.
is
od
Multi-channel riffs
As mentioned earlier, riffs can consist of
several channels. Each channel can have
one sample playing at a time, so if you want
to create a riff with three samples playing
simultaneously, you will need to make a
three-channel riff. You can use the menu
option ‘Change active channel’ to toggle
through the different channels. The notes in
the current channel will be displayed bright-
ly, and other notes from other channels will
be dimmed out. This makes it easy to make
complicated chords. Note that pressing the
button is a quick way to jump through the
different channels.
003 - PMS2PSUK06
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Customising your riffs
Using the menu within the riff-editor, you can
alter the name and icon for your riff. These
options are self-explanatory.
Storing your riffs as palettes
Any riff you create will automatically be
stored in the riff palette. This makes it easy
for you to quickly find any of the riffs that you
have created for the current song.
Resizing / cloning riffs
Using the song track menu, you can choose to
resize the riff. This will allow you to shrink or
grow the riff. Move using the Directional buttons
until you are happy with the new size, and press
the X button. Note that if you shrink a riff, you
will lose any notes that are removed during this
process.
You can also ‘clone’ a riff. This allows you to alter
one riff without changing all the other identical
riffs in your song. Move over the riff you want to
clone, go into the menu (using the O button) and
select ‘Clone riff. You can now alter this riff
without changing any other identical riffs.
Muting riffs
Within the Song Track menu, there is an
option to change the ‘mute status’ of a
channel. This lets you mute (silence) the
whole channel. This can be useful when you
just want to hear what the song sounds like
without it playing. Changing the mute status
again will turn the channel back on.
Splitting riffs
You can split a riff into separate riffs. Move
over the riff you want to split up, and select
‘Split riff'from the menu. Once you have split
a riff up, you can recombine any parts you
want to by selecting them and using the ‘join
riffs’ command (see section 2 copying and
pasting riffs p13).
e
SAMPLING / EDITING SAMPLES
Introduction / legalities
music 2000" allows you to edit any of
the samples that are provided with the
product, and also allows you to record
samples from any audio CD. Please note that
this feature is designed for your own
personal use - distributing or publishing
songs using samples taken from commercial
CD's is illegal without permission from the
copyright owner. Therefore, if you plan on
trying to publish or copy your creations, we
strongly advise that you only use the CD
sampling feature to record copyright-free
samples, such as those found on specially
recorded sample CD's.
Recording a sample from an audio CD
Samples are recorded from the CD player option
at the top of the main screen. When you enter the
CD player option, you will be asked whether you
wantitto generate a video for you, or whether you
don’t want to have a video. The automatic video
generation is designed for parties where you play
your favourite audio CD's, and music 2000"
generates videos to accompany your music. As
we're going to record a sample from an audio CD,
please select ‘No video’.
Selecting the sample quality
You will then be prompted to enter an audio
CD. Before you do this, confirm the sample
rate at which you want to record a sample -
44kHz, 22kHz or 11kHz. The higher the rate, the
higher the quality, but the more memory (and
space on your MEMORY CARD) will be used.
We suggest you use 22kHz most of the time.
Remove the music 2000" disc from the
Console, and put in your audio CD.
|
| o") Please insert an audio disc.
Cancel ®@2khz sampling
Recording the sample
You will see a standard CD player interface.
The icons allow you to change the current
track number, forward and rewind through
the current song, play, pause and stop the
current track, and there is also a record
button (the large red circle).
Firstly, find the track you want to record, and
set it playing. As soon as you reach the point
that you want to start sampling, click on the
‘record’ icon.
You will see the bottom counter start to
increase, which shows you how much you
have recorded. When you want to finish
sampling, click on the ‘stop’ icon, or press
the A button. It is best to try and keep the
samples as small as possible, as they will
use up memory quickly, and also take a large
amount of space on a MEMORY CARD when
you want to.save your song.
Once you have finished recording, press the
A button to exit. You will be asked to take out
the audio CD, and put your music
2000 "disc back in.
Placing a sample into a riff
Go back into the song track screen, and
create a new blank riff. Instead of going into
the sample library, go into the sample palette
(either by pressing the & button, or via the
menu). You will see at the bottom of the
sample list, a new sample called ‘Sample
0001’, which will contain the sound you just
recorded.
You can use this just like a normal instrument
sample, and place it into your riff. Everything
that you can do with a normal sample, you
can do with one you have created yourself.
See section 3 for more information.
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Using the sample editor
The sample editor allows you to edit any
sample, whether it is a standard sample that
came with music 2000", or whether it
is a new sample you have recorded from an
audio CD. To enter the sample editor, you
need to be in the sample palette screen.
Highlight the sample that you wish to edit
and press the menu button, and you can
choose the ‘Edit sample’ option.
You will see a graphical representation of
your sample.
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Here you can edit your sample in a number of
ways.
The three markers
There are three pairs of markers. The top pair
represents where your current position in the
sample is, and when you are moving this
marker around, the hourglass icon on the top
right will be highlighted.
The second pair of markers shows the start of
the sample edit area, and is represented by
the left arrow icon. As you move this around,
you will see parts of the sample turning into a
black background. Finally, the third pair of
markers represents the end of the sample edit
area. This is represented by the right arrow
icon, and again, parts of the sample will have
a black background as you move this around.
Sample editor icons
The first three icons are mentioned above.
The fourth icon represents the loop point.
The 'K'-shaped icon shows the size of your sample
in bytes (i.e. how much memory it takes up)
The next icon tells you whereabouts in the sample
the left of the screen is. This is useful to know if
you're zooming in to a section within your sample.
The next icon tells you whereabouts in the sample
the right of the screen is. Again, this is useful to
know if you're zooming in to a section within your
sample. The final icon shows the size of the
current editing zone (the area highlighted in blue).
Cutting, copying, trimming and pasting
In order to select an area within your sample,
you need to move the start markers to the start
of that area, and the end markers to the end of
the area. The area will then have a blue back-
ground, and the rest of the sample will have a
black background. You can copy the highlighted
area by choosing the ‘Copy’ option from the
menu. You can then paste the area you have just
copied using the ‘Paste copied area’ option. The
‘Cut’ option works in a similar way except that it
deletes the area you copy. Trimming is a very
useful option - this will delete any area in the
sample with a black background, so you can
use this to remove any areas of silence or areas
that you didn’t want to record.
Zooming in / out
You can use the Zoom into area‘and ‘Zoom out’
options to alter the magnification of the sample
in order to concentrate on more detailed areas.
Note: There are some complicated parame-
ters which we don't have room to fully
explain in this manual. More details on these
can be found in sampling journals, or by
searching the internet.
Effects
There are a number of advanced effects that you
can apply to a selected area. All the effects listed
below are accessible by pressing the & button.
Loop on: This lets you toggle whether
or not the sample will continue to loop
once it has finished playing
Alter sample ADSR values: Changes
the note volume envelope for the sample
Comb filter: Cuts out any unwanted
frequencies
All-pass filter: Adds delay and feed
back to the sample
Reverb filter: Adds reverb to the
selected area
High / low pass filter: Allows just the
high or low frequencies to be heard
Flange filter: Adds a flange effect to
the selected area
Phase filter: Adds a phase effect to the
selected area
Chorus filter: Adds a chorus effect to
the selected area
Bandpass filter: lsolates a band of
frequencies from your sample
Reverse
This literally reverses the selected area, so it
plays backwards. This can create some very
unique sounds!
Normalise
This is a very useful function which alters the
volume of the sample so that it will match well
with the other standard samples in Music
2000". If your audio CD is quiet, or if you
record a quiet section of music, this is very use-
ful for bringing the volume up to a normal level.
Mixing samples
This is a feature which you can use to add two
samples together. First of all, select the first area
that you want, and choose the ‘Copy’ option.
Then go to the second sample, select the
required area, and choose ‘Mix samples’. The
two samples will be mixed together, and you will
end up with one sample that contains both
sounds. This is great for saving memory. You can
obviously keep repeating this process to add
more and more sounds into one sample.
The sample palette
As we mentioned before, the sample palette
contains a list of all the samples that are used in
the current song. In this section, we'll find out
what we can do with this list.
Optimising the loaded sample list
This is a very useful option which will remove
any sample from the list that is not being used
in the song. This may happen if you use a riff,
and then delete it. The samples it used will still
be loaded in and stored in the list until you
choose ‘Optimise sample list’. This is great
for saving memory, as it frees up any space
used by samples which aren't being used.
Selecting and deleting samples
Selecting a sample is done by pressing the X
button or choosing ‘Select sample’ from the
menu. You can delete samples using the
‘delete sample’ option, but bear in mind that
any riffs using that sample will not be audible
until you replace it.
Downgrading and upgrading samples
If your sample has been recorded at 44kHz,
and you want to save memory, you can
choose to downgrade the sample. The first
time you downgrade, it will change to 22kHz,
and the second time to 11kHz. Similarly, you
can downgrade a 22kHz sample to 11kHz.
Remember that there will be a drop in the
quality of the sample. You can also upgrade
samples, but this doesn’t work as well as
re-recording the sample at a higher level.
Saving your edited samples
Your edited samples are automatically saved
with the song. Note that if you edit any
default samples that come with music
2000)", it won't save the new sample, just
the changes you have made. This means it
doesn’t take up as much room on the
MEMORY CARD, but you still get to store all
the alterations.
MEMORY CARD space
If you record several samples, or if you
record any long samples (more than four
seconds), you will find that the song starts to
take up a large amount of space on your
MEMORY CARD. Bear this in mind, and try
and limit the number of new samples that you
use in your songs.
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MAKING A VIDEO USING CHASES
Introduction
Making a video using Chases is a very
similar process to making songs using the
riffs. There is a large library of video chases,
consisting of many different types, from
background images, to 3D shapes, to
cameras and feedback effects.
It's simply a matter of putting different
chases together and seeing what happens.
The best way to understand the video side of
music 2000" is to get stuck in, and to
experiment, trying all the different chase types.
Videos explained
You can access the video track from the main
menu on the top of the screen. You will see
that there are four main channels, as well as
a channel for a camera, a kaleidoscope
effect, a DVE (digital video effect) channel
and a video clip. You can put a shape or a
background into each of the main four chan-
nels. Time goes from left to right in exactly the
same way as with the music.
The chase library
The chase library contains a large number of
different chases. You can place any of the
shape and background chases into the main
four channels, and any of the cameras,
effect channel and video chases into their
respective channels. Press the @ button or
select ‘video library’ from the menu. You can
move around the library, demonstrating the
chases by pressing the START button and
loading in a chase using the X button.
Place the chases into your video using the
X button, and use the D button to delete any
mistakes.
You can use the START button to play the
song and video together, which you will see
in the small TV box in the bottom right corner.
You can toggle full-screen display by
pressing the & button.
Moving and deleting chases
You can select an area, cut, copy and paste in
exactly the same way as with the music sec-
tion (Copying and pasting riffs, section 2 p13).
CREATING YOUR OWN CHASES
Introduction
music 2000" contains a very advanced
video editor to allow you to create your own
unique visuals to accompany your songs.
Selecting a blank chase
You can choose a blank chase by either
pressing the & button, or by choosing ‘Edit
video clip’ on the menu. You will then need to
decide how long the chase will be by moving
left and right. When you are happy, press the
X button to continue.
You must then choose the type of chase - a
shape, a background, a particle, some text,
or a tunnel effect.
The chase editing screen
As you have seen, the chase types you can
choose from include shapes, backgrounds,
particles, text and tunnels. You can now
apply numerous effects and movement to
your initial clip type - including colour
changes, spines, rotations and scaling. To do
this either press the button or choose ‘Add
chase’ from the current menu. So you now
have two chase elements displayed on
screen. Highlight the chase element to be
edited and then press the X button. You can
edit thousands of different parameters
including - the number of shapes in your
scene, the layout of objects, the direction of
rotations, the size of the main chase element
- in fact you can take complete control of the
visuals displayed on the screen. The left and
right Directional buttons alter the value of
the highlighted chase value.
Timeline
This feature allows you to add additional
steps to your current video chase. Action in
a video-clip is made possible by transitions
from one step (or a moment in time) to
another. You can include many of these steps
to each individual chase element.
Press the I button or select ‘Edit Timeline’
from the menu. You can now add steps to the
current chase type. To do this - hold down
the X button and move the flashing green
cursor (with the Directional buttons) to the
position of your choice on the Timeline. If you
press the A button after doing this, you
will be able to select the current chase
element (with the X button) and change its
parameters. These changes will be stored on
the Timeline. The Timeline is in essence a
series of instructions that will bring life to
your video-clip - but only when used in
conjunction with the Global Settings.
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The timeline edit function is accessed from
the chase edit mode and is used in conjuction
with the global settings to czreate videos
which react to markers placed along the
timeline. The markers trigger chosen
changes in the clip parameter values. To use
Yn.
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- 29 -
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this function, access the timeline (R1), add a
trigger, alter a clip parameter value and
define the global settings. The video will now
display your changed settings at the point the
marker is reached along the timeline.
Globeals
Mae
Global settings
If you have left information on the Timeline you
can make your video trigger off the notes on a
music channel or a button on your
Controller (amongst other things). So, for exam-
ple, you can make the background change
every time a cymbal is struck. Or you can make
an object change size with every beat of the
song. The possibilities are endless.
You enter the Global Settings section by
pressing the & button or by selecting ‘Edit
global settings’ from the menu. There are
three parameter boxes with arrows on either
side in the Global Settings panel.
If you toggle through the parameters in the
top box you will see that you can set the visu-
al effects to trigger off a specified audio
channel (1-24).
If you edit the parameters in the middle box
you can make your visuals trigger off -
1. Buttons on your Controller
2. Sixteenths of the bar
3. Each beat of the song
4. The first beat of each bar
5. Random parameters.
The box at the bottom defines how the infor-
mation on the Timeline is played.
1. The cursor can scroll from left to
right and back again through each
edited stage of the Timeline.
2.The cursor will ‘step’ through
each edited position on the Timeline.
3.The cursor can swiftly ramp up
through all the parameter changes
and then drop back to the start of the
Timeline.
4.The cursor will play the Timeline
from one end to the other over the
length of the video clip (as
represented on the track screen).
The box to the right in the Global section has
a slider that can be moved up and down to
define the sensitivity of the trigger. Set it to
the top for the most sensitive response to the
trigger you have added.
The numbers 1, 2, 3 and 4 at the right of the
Global section refer to the four video
channels. This feature is only accessible
from the DVE channel (DVE stands for digital
video effect) which is the channel at the
bottom of the video screen.
If you select one of the four numbers the
corresponding channel will be deactivated
and not included in the current DVE effect.
Clone Video Clip
Changing or editing an existing video clip will
change all instances of the video clip
throughout the whole arrangement. There is
a way to avoid this. If you select the Clone
Video Clip option (while highlighting a video
clip on the video track screen) it will create a
new video clip modelled on the existing one.
The background colour of the icon will now
have changed. Any changes you carry out
will not be applied to other versions of the
original video clip.
Auto-Generating a video
This function will automatically create a video
for you. Perfect if you have just written a piece
of music and you want to see visual
accompaniment. This feature is capable of
creating some very impressive results.
Select ‘Auto-generate video’ from the Video
Track menu. After selecting this option you will
see that there are two auto-generate parame-
ter values that you can adjust before the cal-
culations begin. Select ‘Generate video’ and
mMUSsic 2000" will cook you up a video.
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Introduction
Music Jam is a mode designed for 1-4
players, which allows you to make music by
jamming in a very simple and fun way. In order
to play with more than two players, you will
need to have a Multi Tap and one
Controller for each person.
Note; When using a Multi Tap, please make sure a
Controller is always inserted in Multi Tap Controller
port 1-A. Itis recommended that additional Controllers
are inserted sequentially (1-A, 1-B, 1-C etc).
The screen is split into four sections, one in
each corner. Each section represents one of
the Controllers, and the various buttons found
on a Controller.
Playing the samples
When you enter the music jam mode, each play-
er should press a button on his Controller.
His/her corner of the screen will light up, and
each player will be prompted for a template to
load. A template is a set of riffs, one for each but-
ton on the Controller. There are a large number
of templates which are supplied with music
2000", which are specially designed for 1, 2,
3 or 4 player jamming. However, each player can
load any template. As a template loads in, you
will see the different buttons lighting up in your
corner of the screen. Once all the riffs have
loaded in, you are ready to jam.
Pressing a button will play the sound on that but-
ton. The X, O, O and A buttons all have
the main loops. The G1, [4, & and & buttons have
samples which don'tloop, and the four Directional
buttons have special uses.
In order to loop a riff, press the START button at the
same time as you press that button. Then let go of
both buttons. The sound will continue looping-until
you press the button again. For example, if | press
the O button and START together, and then let go,
the O riff will keep repeating, and the O icon onthe
screen will keep flashing. If | want to stop the
O button playing, | can press it again once.
In this way, each player can get several
samples looping at once, whilst playing the
samples on the @, ©, & or buttons by
tapping/holding down the buttons.
The different buttons
The four main buttons (<,O, and A buttons) have
looping riffs. These are designed for looping. The G1, 4,
fl and & buttons have riffs that are designed to be trig-
gered manually by the player. The left/right buttons have
instrumental breaks, which temporarily mute riffs and
loops, and play a break instead. When you let go of the
lef/right Directional buttons, the loops will start play-
ing again. The up/down Directional buttons alter the
volume of the current playing riffs, and if you press one
of the 0, ©, Gl and & buttons and then the left/right
Directional buttons, you can raise or lower the octave
of the sample. Ifyou tap the Directional buttons quick-
ly itwulll alter the pitch by half an octave.
As mentioned before, the START button is used to loop
riffs, and the SELECT button brings up a menu for each
player.
Changing sounds / templates
If any player pressed the SELECT button, they will
bring up their jam menu.
Here they can choose ‘Load new template’. This
allows them to pick a new set of sounds. These
sounds will take a few seconds to load in, but the
other players will be able to continue playing
whilst this happens. The player can also select
‘Change button sound’. This prompts the player to
press a button. It will then go to the riff or sample
library, and allow the player to choose a riff or
sound to assign to that button. In this way you can
create your own custom templates, which you
can save (see section 8, Loading and Saving p34).
To load a user-defined riff, press the SELECT button
to go into the menu, select ‘Change button sound,
select the button to change, and then when the
styles menu appears, press the right directional but-
ton once to access the song block palette, where
any user riffs can be found.
Changing the tempo
Any player can choose ‘Set BPM from their menu,
which will alter the tempo for all the players.
Let's rotate !
If any player chooses ‘cycle button sounds’, it
will rotate each player clockwise, so that player
1 gets player 2's riffs, and so on. This means that
co
pee
everyone suddenly has a different set of riffs to
get used to.
Melody mode
If you are particularly musical, you can select
‘Melody Mode’. This will prompt you to select one
of your riffs. This will then become an instrument
which can be played at the following pitches :
PITCH BUTTON
C (low)
D iR2]
E
F [Ri]
G A
A oO
B x
¢ (high) Oo
You can use this to create your own tunes.
It's best to pick a good sample such as a
bass or a melody sound.
Recording and playing back jams
You can record your jam sessions, and play them
back at a later date. One player should select
‘record jam’ from the jam menu, and everything
that anyone plays will be recorded. Once you
have finished, press the SELECT button to stop
recording. You can then replay the jam by select-
ing Playback jam’. \f you want to save your
recorded jam, go to the Load/Save screen and
follow the instructions in section 8 p34.
Saving jam set-ups
You can also save the set-up of the buttons
within music jam. Again, follow the instructions
in section 8.
Hints
With practice, you can get quick impressive
results with music jam. One example is if you
have all the main loops on (X, O,O and A), and
then a couple of beats before the start of a bar,
press all four buttons simultaneously to turn them
off, tap a 2, 24, I or & button a couple of times,
and then restart all the main loops on the first
beat of the new bar. It's tricky, but sounds great.
Certain templates will fill up the Console's
internal memory quicker than others. As a gen-
eral rule stick to 4 player templates when four
pads are in use. Each template is optimised
memory-wise for the number of players that it
is supposed to be used for. Using a different
template could result in the memory filling up
and leaving one player with only one sample.
The blue bar in the centre of the screen repre-
sents the amount of memory available.
LOADING AND SAUING
Introduction
The ‘Load and Save’ screen allows you to load
from the MuUsic 2000" disc, or from either
MEMORY CARD slot 1 or MEMORY CARD slot
2. It also lets you save your songs and settings
onto a MEMORY CARD. It's a great way to
store your songs, so that you can turn your
Console off without losing your work.
Types of save file
There are a number of different kinds of file
that you can load and save. These are :
Video clip: Also known as a Chase -
a small component part of a video
Video show: An entire video
Song: An entire song
Jam template: A set of samples which
are set up to use in Music Jam mode
Jam song: A complete Music Jam
recording
Selecting MEMORY CARDS or CD
In the centre of the load/save screen are
three icons, anumber 1, a number 2 and a CD
icon. It's easy to change between them, by
simply clicking on the relevant icon. Clicking
on the number 1 icon will display all the files
saved onto the MEMORY CARD in MEMORY
CARD slot 1. Similarly, clicking on the number
2 icon will display all the files saved onto the
MEMORY CARD in MEMORY CARD slot 2.
Clicking on the CD icon will display all the files
that come with the music 2000" disc.
an.
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=
Icons
MEMORY CARD side’!
The left hand side of the screen shows all the
files on the currently selected MEMORY
CARD or CD. The centre of the screen allows
you to choose between the two MEMORY
CARD slots and the music 2000" disc.
The icons on the bottom of the screen let you
choose between loading, saving, deleting,
inserting and Jukebox mode. As you move
over different save files, the icons on the
right hand side of the screen light up to show
what kind of properties it has.
Song Icon: This lights up if there is a
full song stored in the save file
Video Icon: This lights up if there is a
full video stored in the save file
Jam Icon: This lights up if there is a
jam song stored in the save file
Song Block / Riff Icon: This lights up if
the save file contains some individual riffs
Video Clip Icon: This lights up if the
save file contains some individual chases
Unused Icon: Included for possible future
expansion - don't worry about it for now
Jam template Icon: This lights up if
the save file contains one or more
jam templates
Loading / Saving
In order to load, first click on the 1, 2 or CD
icons in order to select whether you want to
load from MEMORY CARD slot 1, MEMORY
CARD slot 2, or the music 2000" disc.
You will then see all the available files. Move
over the file you want to load, and press the
button. You will then be shown all the
different data stored in the file, and you be
given the option of which data to load in.
All the data available will be highlighted,
and you should move over the data, and
press the O button to toggle the loading
of each element.
IMPORTANT: The © button can be used to
toggle on/off the various components that are
present in a save slot. Any component highlighted
when you press the X button will be loaded in.
Saving works in the same way. First click on
the 1 or 2 icons in order to choose whether
you want to save to MEMORY CARD slot 1 or
MEMORY CARD slot 2. Then click on the save
icon, and select which kind of data you want
to save.
Inserting files
You can choose to insert a file rather than
load it. Doing this will not clear the current
song in memory, but will insert the new files
in front of the current song. This can be
useful for taking riffs and ideas from one
song, and using them in another.
Jukebox
You can use the Jukebox mode to set a list of
songs / videos to play. music 2000" will
then load and play each song in turn. This
could be useful for demonstrations and parties.
First, click on the Jukebox’ option. An empty
list of files will then appear. Click on each song
you want to add to the jukebox, and they will be
added to the list. You can add songs from the
CD, and both MEMORY CARD slots in any
order. Once you have finished selecting your
songs, click on the ‘Play’ icon, and the songs
will load and play in order.
PLAYING YOUR OWN AUDIO CD’S
Introduction
music 2000" allows you to play your
own audio CD's, whilst automatically
generating a video to fit the songs. The video
generation system is quite impressive, and
tries to match the style, pace and content of
the videos to the music.
Automatic video generation
Select ‘CD Player’ from the main menu. You
will be initially prompted to decide whether
you would like it to generate a video or not.
You can also alter two settings on this screen
which will affect the style of video
generated.
[*s)
Choose ‘Generate video’, and Music
2000" will load in a selection of video
data which it will use with the audio CD. Note
that this data it loads inis random every time,
so you will get unique results every time you
play an audio CD. Note: If you choose to gen-
erate a video, you will not be able to record
samples from an audio CD.
You will then arrive at the CD player screen. In
the bottom right corner of the screen are some
standard CD player controls which allow you to
change the track, skip forwards and
backwards within the current track, as well as
playing and stopping the music. Click the play
icon, and you can sit back and watch the video
get automatically generated.
-37- eecececeeoee
=
OPTIONS MENU
HARD
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Welcome’ te MUBIC 2060"
Clear All
Statistics 1/1
Clearing music / video / all
Clicking on ‘Clear music’ will clear all the
current music from the song track screen.
Make sure you are happy to lose all your
current work before pressing this. Similarly,
clicking on ‘Clear video’ will clear all the
current video from the video track screen.
‘Clear all’ clears both music and video.
Centring your screen
Once you have clicked on this option, you
will be able to use the Directional buttons to
move the screen vertically and horizontally.
You can use this to make sure you can see all
corners of the screen properly on your
television. Once you are happy with the
position of the screen, press the X button, or
press the A button to cancel any changes
you have made.
Codemasters video
Clicking on this option will display a
Codemasters video which will show you
about the range of other games that are
being published by Codemasters. If you are
interested in computer games, the video is
well worth taking a look at.
Statistics
A number of useful statistics are given here,
which you can use to see how much memo-
ry you are Currently using.
SRAM available
This shows you how much sound memory
(for storing samples) is currently free. When
this reaches zero, you won't be able to add
any more samples to your song.
RAM available
This shows you how much main memory (for
your song/video) is currently free. Once this
reaches zero, you won't be able to add any
new sections to your song/video.
VRAM available
This shows you how much video memory (for
storing textures/shapes) is currently free.
Once this reaches zero, you won't be able to
add any more video objects to your video.
Riffs
This shows you how many riffs you have
used in your current song.
Samples
This shows you how many different samples
you have used in your current song.
Notes
This shows you how many notes you have
placed in your current song.
Ye.
- 39 -
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The screen has gone black and there
is no music.
It could be that music 2000" is in
fullscreen video mode and the current
song has come to an end, pressing the
™ button will switch between
fullscreen video and video track edit
mode. If the screen is still blank check
all Console and television power
and aerial connections are secure.
| have just deleted a Riff by mistake,
help!
Don’t worry Music 2000" has an
undo feature in the Song track menu,
choosing this will undo the last action
taken by the user. However this is only
a single level undo so you won't be
able to rectify any previous mistakes
so be careful when deleting.
It takes time to navigate through the
Riff and Sample library, as there are
so many to choose from.
@
re)
If you press SELECT button and the
Directional buttons this will take you
through to the next music style and
save you having to go through all the
instruments within each style.
| can never remember the shortcuts.
If you bring up the menu (press the O
button) then the functions with a
shortcut will have the relevant
shortcut on the right hand side of the
menu.
How do | make a copy of a Riff and
edit it without affecting the original.
Paste the Riff you want to copy then
choose Clone Riff from the Song track
menu (Press the O button).This will
make a copy of your Riff but will also
enable you to edit it without changing
the original. The clone Riff option is
handy for making subtle changes to a
Riff without having to start from
scratch.
| have deleted my song from the song
track editor using the Clear Music
option, but my song had not been
saved to MEMORY CARD.
Sorry! but your song is irretrievable.
Remember to always save your songs
and videos to MEMORY CARD!
In Music Jam mode there seems to be
more buttons to press than | have
fingers to press them with.
If you press the start button then press
a button with a Sample\Riff assigned
to it, MUSIC 2000" will hold that
button down for you, leaving fingers
free to Jam. To stop MUSIC 2000"
from playing the Riff simply press the
button again.
I've recorded a Drumloop from CD but
can't seem to get it to loop correctly.
Try adjusting the BPM. When you
have recorded your sample you may
have parts that you don’t need, so use
the Edit sample option (from the Riff
editor\Sample palette menu) then trim
off the sound you don’t need. Then
paste the sample in the Riff editor. In
order for the sample to Loop properly
you may need to adjust the BPM (At
the bottom of the song track editor) to
match the bpm the original was
recorded at.
In the Riff editor music 2000"
tells me that the sound memory is full
and | will have to delete some samples.
The Console’s memory can fill up
quickly when large quantities of high
quality samples are loaded into the
sample palette. You have two options.
Firstly you can bring up the sample
palette in the Riff editor and select
‘Optimise sample list’. This will delete
any unused sample in your song. Or
you could select ‘Downgrade sample
quality’ from the same menu. This will
lower the quality of the sample
selected in the palette and free up
some of the Console’s memory.
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Yo.
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